Things have been on hold for a few weeks while I was touring the local hospital but we are finally getting back in the saddle today with more Dungeon Crawl Classics. We're all level 1 and whoever survives will likely make it to level 2 after tonight which will be about as far as any of us have gotten in this game. it is a lot of fun regardless.
One of the interesting things that has happened is something I wish for anytime I bring up a new (or old) game with the crew. We played it as a one-off that I ran a while back. The group kept talking about it occasionally as we played through Time of Crisis and as we finished that up and started looking at the next round we decided to play some DCC before we started up the next longer campaign with Necessary Evil. Plus we decided to have Variable Dave DM it so I could play for a bit. It has really hit something with our crew as there's a lot of talk about the openness of the old school approach compared to all of the modern versions of D&D and I am happy to hear it.
One example here being the "Mighty Deeds of Arms" ability of the fighter which lets a character pull off a cool move with a combination of a good die roll and coming up with a relevant stunt. It replaces all of the cruft around Disarm, Bull Rush, Shove, and more - all of those nifty fighting man/swashbuckler type moves that get tangled up in overly specific rules and feats and skills and class abilities in the more recent versions of the game. There is a defined mechanic associated with it, and one does get better at it as one levels up, but it's one mechanic followed by suggestions and examples of what one could do with it rather than a discrete list of all the possibilities. It's a great approach and it does work in play.
It's been liked enough that we are probably going to run up through 3rd level and then pause to start Savage Worlds with an eye towards dropping the DCC option in here and there over the rest of the year. I'm going to be looking for some obvious break points where we could take a session or two to sidetrek into some weird adventure before going back into supers-land. It may not be viable but it's worth trying out and it would be good to keep some system familiarity alive for a while.
Anyway that's where things stand here at the moment but there is definitely more to come.


No comments:
Post a Comment